Search found 8 matches
- January 23rd, 2009, 1:51 pm
- Forum: Ideas
- Topic: Seperate Riders From Mounts
- Replies: 11
- Views: 2883
Re: Seperate Riders From Mounts
I think this would unnecessarily increase the complexity of the game.
- January 23rd, 2009, 1:48 pm
- Forum: Ideas
- Topic: Adjustable AI strength
- Replies: 17
- Views: 4675
Re: Adjustable AI strength
It may be hard to create a good AI for wesnoth, but is it that hard to create a worse one? Heck could just change the current ais to be called easy, medium, hard. With "hard" corresponding with default. Would keep new players happy. But you would end up getting threads like "do you t...
- January 5th, 2009, 5:23 pm
- Forum: Users’ Forum
- Topic: How did you find out about Wesnoth?
- Replies: 666
- Views: 176493
Re: How did you find out about Wesnoth?
Other site: http://cia.vc
Wesnoth was once on the "Most active projects today" list.
Wesnoth was once on the "Most active projects today" list.
- December 23rd, 2008, 1:55 pm
- Forum: Ideas
- Topic: Adjustable AI strength
- Replies: 17
- Views: 4675
Re: Adjustable AI strength
The AI is pretty dumb currently. If you can code a harder AI I'm sure there would be need for a slider. As it stands though, the AI is really just too dumb to warrant anything like this. I'm actually quite surprised that you think the AI is too hard. I'm guessing it's because they are difficult in ...
- December 23rd, 2008, 3:41 am
- Forum: Ideas
- Topic: Adjustable AI strength
- Replies: 17
- Views: 4675
Re: Adjustable AI strength
Understood. I apologize for my mistake.
N.B. I was unable to quote the above post because I am currently using a mobile browser. I will be unavailable for about two weeks beginning from about tomorrow afternoon. Sorry if I'm distracting or repetitive; I'm only trying to clarify. Thank you.
N.B. I was unable to quote the above post because I am currently using a mobile browser. I will be unavailable for about two weeks beginning from about tomorrow afternoon. Sorry if I'm distracting or repetitive; I'm only trying to clarify. Thank you.
- December 22nd, 2008, 10:20 pm
- Forum: Ideas
- Topic: Adjustable AI strength
- Replies: 17
- Views: 4675
Re: Adjustable AI strength
At best, it should be easy for a player to fine-tune the AI without the need for the player to know Python; the game should allow the player to create and edit AIs in a fashion similar to Chessmaster (http://www.chessmaster.com). I may be unavailable for about two weeks; please tell admins not to de...
- December 22nd, 2008, 6:43 pm
- Forum: Ideas
- Topic: Adjustable AI strength
- Replies: 17
- Views: 4675
Re: Adjustable AI strength
Welcome to the forum. Please define "easily adjusted" and in what context would you like that adjustment to be able to be made? "Easily adjusted" means that the user can drag a slider (or a similar GUI widget) to set the difficulty of the AI in a multiplayer game before the game...
- December 22nd, 2008, 5:41 pm
- Forum: Ideas
- Topic: Adjustable AI strength
- Replies: 17
- Views: 4675
Adjustable AI strength
A common complaint of players is randomness, but analysis shows that the RNG is fair. People think that randomness is an issue because AI tends to handle poor random numbers better. The problem lies in the AI, which is too strong for many players. Currently, the difficulty is adjusted by changing th...